vs.1.1

//*********************************************************
//
// Input Registers used:
//   v0 - The vertex position
//   v1 - The vertex normal
//   v2 - The vertex UV
//   v3 - The vertex tangent
//
// Output Registers used:
//   oPos - The vertex output position.
//   oT0  - calculated UV
//   oT1  - original UV
//   ;oD0  - ambient color
//
// Constant Registers used:
//   c[0-3] - Model view projection matrix.
//   ;c[4]      - Material diffuse.
//   ;c[5]      - Material emissive.
//   c[9].xy - wave shift
//
//*********************************************************

dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_tangent v3
def c94, 0.1, 0.1, 0, 0
def c95, 0.5, -0.5, 0.5, 0.5

// oPos = MVP * position
m4x4 r0, v0, c0
mov oPos, r0

mul r0.xy, r0, c95
// oT0 = texcoord
mov oT0, r0

mov r2, v0.xzyw
mul r2, r2, c94
add r2.xy, r2, c8

mov oT1, r2
